#version 330 core


out vec4 fragColor;
uniform float time;

void main() {
   vec2 resolution = vec2(800, 600);
   vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;
    float a = time*40.0;
    float d,e,f,g =  1.0/40.0,h,i,r,q;
    e = 400.0*(p.x*0.5+0.5);
    f = 400.0*(p.y*0.5+0.5);
    i = 200.0+sin(e*g+a/150.0)*20.0;
    d = 200.0+cos(f*g/2.0)*18.0+cos(e*g)*7.0;
    r = sqrt(pow(i-e,2.0)+pow(d-f,2.0));
    q = f/r;
    e = (r*cos(q))-a/2.0;
    f=(r*sin(q))-a/2.0;
    d = sin(e*g)*176.0+sin(e*g)*164.0+r;
    h = ((f+d)+a/2.0)*g;
    i = cos(h+r*p.x/1.3)*(e+e+a)+cos(q*g*6.0)*(r+h/3.0);
    h = sin(f*g)*144.0-sin(e*g)*212.0*p.x;
    h = (h+(f-e)*q+sin(r-(a+h)/7.0)*10.0+i/4.0)*g;
    i += cos(h*2.3*sin(a/350.0-q))*184.0*sin(q-(r*4.3+a/12.0)*g)+tan(r*g+h)*184.0*cos(r*g+h);
    i = mod(i/5.6,256.0)/64.0;
    if( i<0.0  ) i+=4.0;
    if( i >= 2.0) i = 4.0 - i;
    d = r/350.0;
    d += sin(d*d*8.0)*0.52;
    f = (sin(a*g)+1.0)/2.0;
    //fragColor = vec4( vec3(i*f, i*f, i), 1.0);
    fragColor = vec4(vec3(f*i/1.6, i/2.0+i/13.0, f)*d*p.x+vec3(i/1.3+d/8.0,i/2.0+d/18.0,i)*d*i*(1.0-p.x), 1.0);
}
